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EVE Corporation - Page 698

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https://discord.gg/c8jHgQpMSY

mity hat tree discord if you care
Froadac
Profile Blog Joined July 2009
United States6733 Posts
July 18 2011 18:08 GMT
#13941
If I joined could I do logistics >.>
Toadesstern
Profile Blog Joined October 2008
Germany16350 Posts
Last Edited: 2011-07-18 18:43:55
July 18 2011 18:37 GMT
#13942
On July 19 2011 03:07 Antoine wrote:
30 days for that queue? think higher ^^
falcons are so good tho

got them in an evemon plan and it says 31 days
+ Show Spoiler +
Electronics Upgrades V (8 days, 5 hours, 52 minutes, 57 seconds)
Covert Ops I (27 minutes, 23 seconds)
Covert Ops II (2 hours, 7 minutes, 35 seconds)
Covert Ops III (12 hours, 1 minute, 43 seconds)
Covert Ops IV (2 days, 20 hours, 2 minutes, 44 seconds)
Signature Analysis IV (17 hours, 29 minutes, 26 seconds)
Signature Analysis V (4 days, 2 hours, 56 minutes, 28 seconds)
Spaceship Command V (3 days, 12 hours, 38 minutes, 11 seconds)
Recon Ships I (41 minutes, 5 seconds)
Recon Ships II (3 hours, 11 minutes, 23 seconds)
Recon Ships III (18 hours, 2 minutes, 34 seconds)
Recon Ships IV (4 days, 6 hours, 4 minutes, 6 seconds)
Long Distance Jamming IV (2 days, 21 hours, 57 minutes, 44 seconds)
Frequency Modulation I (21 minutes, 7 seconds)
Frequency Modulation II (1 hour, 38 minutes, 23 seconds)
Frequency Modulation III (9 hours, 16 minutes, 32 seconds)
Frequency Modulation IV (2 days, 4 hours, 28 minutes, 18 seconds)

Total time: 30 days, 19 hours, 17 minutes, 48 seconds


But as mentioned, the big downtime is my lack of experience, which is quite self-explanatory due to the fact that I never really did solo pvp or something. Like kwark explained when he told someone how to not die to gatecamps in a drake (after I horribly died to a gatecamp in a drake): Filter the ships, pick those you can fight against, pick those you can run away from and those you can't deal with.
From this time I knew for example that I can outrun an armor cane but will probably die to it in close combat, that I can't outrun a shield cane, but I can kill it and stuff like that. But I never fought someone in 1on1 in a drake so I obviously it's hard to judge on my own if I never had to deal with it.

Edit: lolz you're right ;(
<Elem> >toad in charge of judging lewdness <Elem> how bad can it be <Elem> also wew, that is actually p lewd.
Antoine
Profile Blog Joined May 2010
United States7481 Posts
Last Edited: 2011-07-18 18:40:29
July 18 2011 18:40 GMT
#13943
you had recon V in your list, but not in the plan!
ModeratorFlash Sea Action Snow Midas | TheStC Ret Tyler MC | RIP 우정호
tofucake
Profile Blog Joined October 2009
Hyrule19246 Posts
Last Edited: 2011-07-18 18:53:13
July 18 2011 18:52 GMT
#13944
On July 19 2011 03:08 Froadac wrote:
If I joined could I do logistics >.>

Ok. Join.

Can you fly a Basi? I'll need a buttbuddy for when I get into my own basi.
Liquipediaasante sana squash banana
Froadac
Profile Blog Joined July 2009
United States6733 Posts
July 18 2011 19:05 GMT
#13945
On July 19 2011 03:52 tofucake wrote:
Show nested quote +
On July 19 2011 03:08 Froadac wrote:
If I joined could I do logistics >.>

Ok. Join.

Can you fly a Basi? I'll need a buttbuddy for when I get into my own basi.

Haven't played yet lol >.>
tofucake
Profile Blog Joined October 2009
Hyrule19246 Posts
July 18 2011 19:11 GMT
#13946
Play faster.
Liquipediaasante sana squash banana
Froadac
Profile Blog Joined July 2009
United States6733 Posts
July 18 2011 19:27 GMT
#13947
The md5sum has failed like 4 consecutive times tt

And on 768kbps web it takes forever to d/l
happyft
Profile Blog Joined December 2010
United States470 Posts
Last Edited: 2011-07-18 19:34:21
July 18 2011 19:33 GMT
#13948
If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers).

I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules:

+ Show Spoiler [Long ass guide to Blackbird] +
1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead.
1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range)
1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly.
1c - Always be aligned to something, always, on at least 1/4 speed.
1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters.
1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter)

2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone.
2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone.
2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat.
2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade.
2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him.

3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig.
3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway.
3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you.
3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%.

Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so.
tofucake
Profile Blog Joined October 2009
Hyrule19246 Posts
July 18 2011 19:35 GMT
#13949
Sigh.

Anyway, it takes a solid 6 months to get into a good logi ship. I recommend skilling up something else first and getting the logi on an alt or after your first few combat ships (Rifter, then after that I recommend Hurricane, then Scimitar just because of winmatar).
Liquipediaasante sana squash banana
TurpinOS
Profile Joined February 2010
Canada1223 Posts
July 18 2011 19:38 GMT
#13950
On July 19 2011 04:33 happyft wrote:
If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers).

I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules:

+ Show Spoiler [Long ass guide to Blackbird] +
1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead.
1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range)
1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly.
1c - Always be aligned to something, always, on at least 1/4 speed.
1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters.
1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter)

2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone.
2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone.
2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat.
2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade.
2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him.

3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig.
3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway.
3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you.
3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%.

Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so.



Happy best ECM pilot ever !!

Wish you all the best with what youre currently up to in life sir.
http://eve.znaor.hr/pimpmydomi/
Risen
Profile Blog Joined March 2010
United States7927 Posts
July 18 2011 19:53 GMT
#13951
Kwark: "Nono, we saved the livestock... Poor cows... locked in a small container in space"
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Toadesstern
Profile Blog Joined October 2008
Germany16350 Posts
Last Edited: 2011-07-18 20:34:06
July 18 2011 19:55 GMT
#13952
On July 19 2011 04:33 happyft wrote:
If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers).

I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules:

+ Show Spoiler [Long ass guide to Blackbird] +
1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead.
1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range)
1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly.
1c - Always be aligned to something, always, on at least 1/4 speed.
1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters.
1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter)

2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone.
2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone.
2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat.
2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade.
2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him.

3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig.
3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway.
3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you.
3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%.

Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so.

am missioning right now and did only read the not-spoiler part right now, but will read it later on.
The ones missing in my plan (+ strenght and + range) are already on IV and yeah i can fit it completly t2.

Edit: max targeting range is 90km with everything on V, so why would one want to imrpove the jaming range to 120+ ?
<Elem> >toad in charge of judging lewdness <Elem> how bad can it be <Elem> also wew, that is actually p lewd.
Ueberlisk
Profile Joined August 2010
Finland455 Posts
Last Edited: 2011-07-18 20:10:33
July 18 2011 20:09 GMT
#13953
Meanwhile in gelfiven, at oddelulf gate...

[19:59:52] Titus Eberhart > whats it like in oddelulf right now?

[20:00:10] Tuskajuna > depends what you wanna do

[20:00:33] Titus Eberhart > just wondering if anyones been attacked there recently

[20:00:46] Tuskajuna > it was clear 1min ago

[20:00:50] Titus Eberhart > k

never trust a shady covert ops at low sec gate.
http://teamliquid.killmail.org/?a=kill_detail&kll_id=10184697
I got honor. - Johnny Business
Risen
Profile Blog Joined March 2010
United States7927 Posts
July 18 2011 20:35 GMT
#13954
Mega-fail on my part D:

I had set my speed to half so I would fly along Kwark for a l33t screenshot of my rifter looking cool. WT warps 24km off us and I "approach" activating MWD. The vaga is staying at 24km away from me and I can't figure out why. Commands go out to warp away, rifter pilots get called noops, and reviewing the fight I realize I'm bad and approach doesn't clear your previous speed setting. MWD rifter bookin it at 1.5km/s come at me. Horrible... :/
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Byzantium
Profile Blog Joined August 2010
United States423 Posts
July 18 2011 20:41 GMT
#13955
On July 19 2011 04:55 Toadesstern wrote:
Show nested quote +
On July 19 2011 04:33 happyft wrote:
If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers).

I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules:

+ Show Spoiler [Long ass guide to Blackbird] +
1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead.
1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range)
1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly.
1c - Always be aligned to something, always, on at least 1/4 speed.
1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters.
1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter)

2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone.
2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone.
2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat.
2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade.
2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him.

3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig.
3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway.
3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you.
3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%.

Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so.

am missioning right now and did only read the not-spoiler part right now, but will read it later on.
The ones missing in my plan (+ strenght and + range) are already on IV and yeah i can fit it completly t2.

Edit: max targeting range is 90km with everything on V, so why would one want to imrpove the jaming range to 120+ ?


You can fit modules to improve target range, and Information Warfare skill is another 10% at level V. So you can fit to jam at incredible ranges.
MSL 2052
happyft
Profile Blog Joined December 2010
United States470 Posts
July 18 2011 21:17 GMT
#13956
On July 19 2011 04:38 TurpinOS wrote:
Show nested quote +
On July 19 2011 04:33 happyft wrote:
If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers).

I think flying ECM is pretty straightforward, you should be able to pick it up after several ops. Just follow these rules:

+ Show Spoiler [Long ass guide to Blackbird] +
1 - Safety first. If you have to pick between two decisions, always pick the safer one. You're so much more valuable alive than dead.
1a - Warp-in at your jamming optimals (should be around 70km), but like I said before, safety first, if you're against Drakes you may want to consider getting a range script and jamming out from 100km+. You're still like... 60% effective from that range or so, which is still good. (I've jammed falcons from that range)
1b - Always ask your FC or the bait or whoever you're warping to how close they are from the enemy, always. Adjust your warp-in accordingly.
1c - Always be aligned to something, always, on at least 1/4 speed.
1d - You need to be able to manage range and keep all enemies at 70km range minimum, pulse MWD accordingly. Keep an eye on enemy velocity/angular velocity, call out any light tackle that's closing in on you fast to your support rifters.
1e - If you are getting shot at, leave immediately, unless it's drones and someone's in trouble. If you're getting shot at, you're doing something wrong, fix it: warp out and warp back in at a new farther range (drone range is a little less than 70km for the most part). Even under drone fire, you'll last less than a minute (and that minute flies by fast). (Make sure you communicate with your FC immediately as soon as you begin taking fire and that you plan to leave and re-enter)

2 - Primaries for you are ECM, Recon, BS, then BC in that order. Logis are highly situational. In all cases, confirm with FC first. Make sure you are maximizing your racial jamming strength. But always be ready to focus and heat all your jammers to rescue someone.
2a - Start the fight with heat. I don't know if this is right or not, but I've found I can make heat last a lot, lot longer if I heat every other cycle every other mod. Around 70% heat dmg, I turn it off and save it for emergencies like rescuing someone.
2b - It's especially important that you get the first strike in an ECM vs ECM battle. Whoever jams first has the advantage of always being the first jammer every successive cycle, since there's that several second targeting delay for the jammee. And then they basically have no choice but to warp out and warp back in to break your lock, and then you start all over again with a race of who can jam first. Don't forget, always start the fight with heat.
2c - Vs. Falcon. You'll run into this situation a lot, where you're BB vs Falcon. You have a bit of an optimal range advantage, so make sure you're jamming from like 85k out or so, this will reduce his jamming strength considerably with little impact on your own. Also, Falcon is definitely a top priority target for you, since he has 50-75% more jamming power than you -- so even if you tie up all your jammers taking him out, that's a worthwhile trade.
2d - Learn your jamming probabilities against every single ship out there. This will help so much in helping you figure out your primaries, as well as advicing the FC how many ships you can disable at a certain percentage. Also, even more important, if you somehow end up by yourself next to a single target, you will know if you can permajam him or not -- and you will then be able to know if you can attempt to bump him to prevent him from aligning & warping out, as a bootleg way of tackling him.

3 - Fits: Standard is 3 AML, Salvager, 4 jammers (1 of each racial), LSE, MWD, 2x ECM strength lows, 2x range rigs and 1x ECM strength rig.
3a - Personally, I prefer replacing the LSE with a 5th jammer (either another Minnie or Caldari), and replacing a low with armor buffer. The manueverability and speed penality is about 10%, but I consider it worth it. Align time and max speed is never an issue with me since I'm always pre-aligned and running away from something is impossible no matter what anyway.
3b - Also, I like bringing defender missiles to load into my AMLs for extra defense against missiles. I think they only hit 1 missle out of every salvo, so I guess that's usually around 17%? But anything helps, especially if you're dealing with long range tengus that can ordinarily 2 shot you.
3c - Another option is to replace one of the lows with a range script and jam out from 120-135km, which is super obnoxious to your enemies =P But you'll be operating at a significantly reduced jamming strength, around 50%.

Hope this helps. If there's one thing I could emphasize and that I think takes the most skill and time to learn is situational awareness. Once you learn how to manage distance of multiple ships at once and learn what to align to in order to achieve that kiting position, you're golden. But that definitely takes time and experience to learn, probably a month or two or so.



Happy best ECM pilot ever !!

Wish you all the best with what youre currently up to in life sir.



Haha thanks man, although for a few months I was the Hatch's only ECM pilot =P So I guess that makes me best and worst ECM pilot at the same time heh

On a personal note, I'm actually quitting and leaving my job this Friday (finally). And then I will embark on a 50 day or so road trip across the USA on a spirit journey to find my spirit animal (or something like that lol). Hopefully when I return, I will have the mysteries of life solved, will know how to win at life, and finally propose to my girlfriend.

On a side note though, I do miss Eve =P Nothing gets you going more than dancing around another enemy fleet, executing nano flawlessly against double your numbers, and coming out on top triumphantly with only the space dust of your enemies remaining. And then hilariously screwing up and dying in the most retarded way :D like that time we tried to take on a vagabond with my tracking disruptor armor-tanked caracal....ahhahahahahh
Cheesedawg
Profile Joined November 2010
United States182 Posts
July 18 2011 21:38 GMT
#13957
After drake skills it's caldari and mim cruiser V which means I get falcons, rooks, and raipers to lose after I get back into pratice.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
July 18 2011 21:41 GMT
#13958
QQ Logistic ships seem cool.
Soap
Profile Blog Joined April 2010
Brazil1546 Posts
July 18 2011 21:41 GMT
#13959
On July 19 2011 04:33 happyft wrote:
If you've got Cruiser V already, I would recommend raising long distance and frequency modulation to 3 or 4 and that skill that raises your ECM strength by 5%/lvl to 3 as well, and this should be more than enough for you to fly a good blackbird (assuming you can fit t2 jammers).


Meta 4 > T2 jammers
rredtooth
Profile Blog Joined December 2008
5464 Posts
July 18 2011 22:37 GMT
#13960
On July 19 2011 05:09 Ueberlisk wrote:
Meanwhile in gelfiven, at oddelulf gate...

[19:59:52] Titus Eberhart > whats it like in oddelulf right now?

[20:00:10] Tuskajuna > depends what you wanna do

[20:00:33] Titus Eberhart > just wondering if anyones been attacked there recently

[20:00:46] Tuskajuna > it was clear 1min ago

[20:00:50] Titus Eberhart > k

never trust a shady covert ops at low sec gate.
http://teamliquid.killmail.org/?a=kill_detail&kll_id=10184697
why are people so terrible at eve?
[formerly sponsored by the artist formerly known as Gene]
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